Changes the current #Entity animation time. This is an absolute time position. To change the
time relative to the current time, use AddEntityAnimationTime().

Parameters

#Entity

The entity to use.

Animation$

The animation name. The animations are stored in the mesh object in a case-sensitive manner
(ie: "Walk" will be a different animation than "walk"). If the animation isn't
found or the mesh doesn't have a skeleton, this function will have no effect.